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Messages - Harpuea

Pages: 1 2 [3] 4
31
Mods / Re: [0.9.1a] ArmaA Robotics 1.1.3
« on: November 13, 2020, 03:03:50 AM »
Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.

How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.

32
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: March 20, 2020, 11:49:00 PM »
The DERP point defense launcher effects doesn't expire. Wouldn't that cause a problem in long fights when you shoot out a gazillion of them?

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33
Quote
@Harpuea: hmm, I just tried "ship.setSprite("newGame", "mixed");" and that worked, so I'm not sure. This kind of sounds like the sprite you're using doesn't exist (i.e. a typo in the path?) or is not a 24-bit png or is corrupted in some way etc.

It was an issue with color mode. Thank you very much.

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34
How exactly does setSprite() work? Any one know? I tried messing around a hullmod and the ship always turn transparent.

Code
{
"graphics":{
"paintjobs":{
"diableavionics_vapor":"graphics/da/ships/diableavionics_vapor_white.png",
},
}
}

Code
package data.hullmods;

import java.util.HashMap;
import java.util.Map;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.combat.CollisionClass;

public class Paintjob extends BaseHullMod {

    private float CenterX = 0f;
private float CenterY = 0f;

@Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
    }
   
    @Override
    public String getDescriptionParam(int index, HullSize hullSize) {
        return null;
    }
   
    @Override
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
    CenterX  = ship.getSpriteAPI().getCenterX();
    CenterY   = ship.getSpriteAPI().getCenterY();
    ship.setSprite("paintjobs", "diableavionics_vapor"); //need settings.sjon file
    ship.getSpriteAPI().setCenterX(CenterX);
    ship.getSpriteAPI().setCenterY(CenterY);
    }
   
    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
   
return ( ship.getHullSpec().getHullId().startsWith("diableavionics_vapor"));
    }
}

[attachment deleted by admin]

35
Is there a way to change the sprite of a ship without having to make duplicated Hulls, variant, and CSVs files? I just want to repaint a ship so all the ships in the fleet match colors. I messed around in Eclipse and found Ship.setSprite API, but it seems that will be complicated to write UI in game in order to work for all ships.

For now, I'll try the hullmod approach. But that is rather specific to a ship and isn't a broad stroke approach in order to paint ALL ships.

36
Thanks for the hardwork, I always needed these.

37
Mods / Re: [0.9.1a] ApproLight v0.8.0-RC1 (2019-12-3)
« on: December 05, 2019, 10:44:12 PM »
Updated?! Nice!

38
Mods / Re: [0.9.1a] Commissioned Crews 1.1
« on: September 21, 2019, 08:14:08 PM »
Wow, nice work. Will download and try going to play with and see how it goes.

39
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 07, 2019, 07:54:43 AM »
Quote
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions

Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.

40
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 23, 2019, 12:25:37 AM »
Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.

Quote
232378 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
232379 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
232380 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
232380 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
330897 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
330902 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330903 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330904 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Foundation Of Borken]
330905 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330906 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Mayasuran Navy]
330906 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330907 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
330908 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Tyrador Safeguard Coalition]
330909 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Vayra's Sector DEV]
330912 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330913 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330914 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330915 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330916 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
330917 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Vayra's Sector DEV]
330920 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
380736 [Thread-4] INFO  com.fs.starfarer.util.E  - Saving screenshot to C:\Fractal Softworks\Starsector91a\starsector-core\..\screenshots\screenshot000.png...



[attachment deleted by admin]

41
Mods / Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
« on: August 15, 2019, 06:44:17 AM »
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.

42
Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 09, 2019, 07:21:13 PM »
The legends returned!!!!!

43
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: March 22, 2019, 06:30:45 AM »
I would like to request a Scy specific Trooper Carrier as well as Salvage Ship, please.

Thanks for the update.

44
Mods / Re: [0.9.0a] Scy V1.53 (2019/01/05)
« on: February 24, 2019, 08:54:12 AM »
I would like to request a dedicated salvage ship and a troops transport with ground support package from the Scy Admiralty. Having to use other factions troop transports and salvage ship just ruins the scy fleet stealth signatures and speed.

45
Mods / Re: [0.9a] Automatic Orders
« on: February 24, 2019, 08:45:56 AM »
I have a homebrew updated version of Autonomous ships running in my game. It is nice to know someone officially updates the mod.

Edit*

Can you also adds the Auto retreat when HP is at a certain percent back? It seems to be missing from this version. It is really helpful to not have to pause the game and look for a tiny frigate that is about to die to issue a retreat. However, I found this to be unreliable in my own homebrew version. It sometimes doesn't register properly or too late. Auto retreat at HP % function also doesn't work with Combat Chatters. Still, it is much better than micro managing dumb AI that doesn't understands and fear death like a normal human crewed ship would. Thanks for the work.

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